#Shadows of the Void (a Starcraft Homebrew)

15 messages · Page 1 of 1 (latest)

heavy saddle
#

Synopsis
Across the Koprulu Sector, three great powers unite: the Terrans, fractured survivors of Earth’s exiles; the Zerg Swarm, a ravenous hive mind driven to consume and evolve; and the Protoss, ancient warriors bound by honor and psionic unity.

Yet in the shadows, darker forces stir. The fallen Xel’naga Amon and his agents sow corruption, twisting allies into enemies and reshaping destiny itself. Trust fractures. Loyalties blur.

Now, in this game of lies and survival, you take the role of StarCraft’s greatest heroes and villains. Can you rally your faction and resist the creeping void, or will the sector fall to chaos?

Overview
In Shadows of the Void, players must navigate a battlefield where truth is poisoned, identities are unstable, and every revelation risks corruption. This StarCraft-themed script demands that players question everything, even their own role and fellow Townsfolk.

Townsfolk must act boldly to uncover the truth. Some Townsfolk gain insight only when death approaches, such as Artanis, who learns from the dead, or Nova Terra, who kills to confirm alignment. Others risk themselves or their allies to protect allies or gain information like Sarah Kerrigan, suppress evil like Zagara, or amplify abilities like Egon Stetmann. Every choice has a price, and every action may expose them to the death or the creeping influence of poisoned minds.

Outsiders are not passive liabilities but volatile anomalies. Dehaka may turn evil and intoxicate a neighbor. Valerian Mengsk’s death can trigger an additional kill. Talandar never realizes they are an Outsider until it is too late. These roles distort the game state, often without the player’s awareness.

For evil players, timing is everything. Daggoth and Doctor Narud thrive on misinformation, feeding poison into the veins of the town. Ma’lash and Tychus Findlay control death. The Demons must adapt their strategy to the shifting conditions of the battlefield as each of them have tools to incite chaos: Amon feeds on Townsfolk powers, Ulrezaj rises from another’s death, Arcturus Mengsk turns every Outsider’s fall into carnage, and The Overmind corrupts the Townsfolk themselves.

rotund bluff
#

Heyo! Cool looking script! I made some notes as I read through it, I hope you take all my thoughts as constructive criticism!

Rohana is too much conformation. Compare to something like the chamber maid, who only learns if people wake up. This is a little much in the context of the rest of the script. But don’t have to change.

Abathur – is it supposed to be temporary or forever? Also consider having a cannable-like poison attached to it.

Gabriel is just a worse magician?

Highlord is too confirmable. It’s ability doesn’t even conflict with the minions to confuse people because the minions kill during nominations in different ways. Should say ‘apposing player’ for Overmind purposes. Probably same with a ton of the other TFs.

Sarah should maybe have a clause about being poisoned if she choses the demon.

Zagara is too confirmable. Not bad for Overmind, but the more I say that it almost feels like the script should just be solo Overmind. But probably don’t actually do that.

Egon is once again too confirmable.

Tassadar NEEDS to say ‘not yourself’!

I like the idea of James, but it might be a bit strong? Idk I’m going back and forth on him. (and may be too confirmable)

Valerian is practically a TF? I don’t see a downside

3 of the 4 minions are loud, making it easy to find the evil team, especially with all the confirmation chains.

#

.
Look, I’m not one of those people who shout ‘tHE FRiST rULE IS thAt EVERYoNe can TALK WhEN THeY Want’, but Daggoth is a bad character. It might as well read ‘remove a player from the game for a day.’ Madness is good because while it can prevent someone from revealing information, that player still interacts, socializes, nominates, and whatever else with the game. This not only gets rid of all of that, but there is also no reason to talk to that person as you can’t get info from them other than rudimentary pointing, which can’t happen online. And to even say ‘well then they can still write/type’ is to basically invalidate the minion, as all you’ve done is make someone slightly slower at talking for the day.
If you want to keep with the restricting, do something with maddess, or even show that player like a phrase or word (no common words like and, the, I or things like that) they can’t say that day. Like names, characters names, death, execute, etc. OH! Even better, look up the game poetry for neanderthals. It’s a word guessing game where the clue giver can only talk in one syllable words. Super fun party game and creates a really hard challenge. Maybe try to think of somehting like that.

Also, I know basically nothing about StarCraft lore.

Overall, it seems really good sided with way too loud of an evil team and not enough to make up for it. You said “Good cannot rely only on direct information, because poison, drunkenness, and false registrations abound.”
There is 1 source of poison, no TF drunkenness, and barley any false registration. (unless I'm dumb). Plus who cares about false registration, there’s barley any detection or reasons for it mattering. It’s like 3 characters who care. Unless specifically the Overmind is in play, TFs are very easily confirmed and there’s nothing the evil team can actually do to stop it because when they do, they narrow down the demon candidates even more. Good bones, but needs some work I think.

hoary prismBOT
#

Gave +1 Thanks to @rotund bluff (current: #2439 - 2)

heavy saddle
hoary prismBOT
#

Gave +1 Thanks to @rotund bluff (current: #2157 - 3)

unique sigil
#

There is Homebrew rule that someone made... lemme share it here

#

#homebrew-discussion message

#

Forgot where it, but thats a good start

heavy saddle
heavy saddle
#

Sarah Kerrigan

Each night, you may choose 2 alive players (not yourself): if they are the same alignment & if any of them die, the other dies instead.
Becomes an alignment checker but needs death for confirmation.

Rohana

Each night*, choose an alive player: you learn how many times they have woken at night. If the dead equal or outnumber the living, the Demon learns who you are.
Reworked. A stronger Chambermaid, and announces to the demon who they are mid-game. Waking up at night has been a theme in this script.

Zagara

Each day, publicly choose a player (different from last day):** if they are evil,** that player does not wake up tonight.
Acts like an exorcist, but has to announce it. I was designing this to be like a Juggler/Gossip wherein players try to cover them by bluffing as Zagara.

Nova Terra

Once per game, at night*, choose a player: they die. You learn their character & alignment.
This confirms characters at the cost of death. Yes, they can snipe evil or the demon but that makes like so that they are like a "Slayer at night" and confirms a character. This also one of the only hard confirmation that The Overmind is in play.

Egon Stetmann

Once per game, at night*, choose a player (not yourself): they trigger their ability twice tonight, then you die.
The dying part adds a cost to the ability Egon Stetmann provides.

Tassadar

On your 1st night, choose two players (not yourself): they are safe from the Demon.
Added "(not yourself)" for balance purposes.

Gabriel Tosh

You think you are a Minion, but are not. The Demon sees you as a Minion. Minions don't learn the Demon. If you die, evil learn who each other are that night.
Reworded to be more succinct.

Highlord Alarak

**When you are about to be executed, **the 1st evil player who voted for your execution is executed. You register as evil.
Makes it more vague where the death redirection is coming from (with Sarah Kerrigan and Ma'lash)

Dehaka

Each night, choose a player. If they are evil, you become evil, stop waking, & one of your Townsfolk neighbors becomes drunk.
Adds drunkenness.

Valerian Mengsk

You register as evil. If you die before the dead equal or outnumber the living, the Demon kills an additional player tonight.
Reworked to be detrimental to town.

Daggoth

Each night, choose a player: you learn their character. The previously chosen player is poisoned until dusk.
Reworked. A delayed poisoner and information-gathering minion.

Ma'lash

Each night, choose another player (different from last night): they do not wake tonight.* The 1st time you are executed, that player is executed instead.
Becomes more loud because of "not waking up." It hinders town's use of abilities. Covered by both Highlord Alarak, and Sarah Kerrigan for not making them out.

Tychus Findley

Each day, you may immediately execute yourself. If you do, publicly choose a player: they die, even if for some reason they could not.
Reworded to be more succinct.

Doctor Narud

On your 1st night, choose an alive player: they are poisoned. You register as their character & have their ability. If they die, choose a new player.
Reworked. Added Widow-like poisoning and has ability stealing.

The Overmind

Each night*, choose a player: they die. [Your Minions become evil Townsfolk of their choice. Extra Townsfolk are poisoned until that Minion dies.]
Added. Philosopher-like poisoning, may need to be reworded.

rotund bluff
#

Definitely better, well done! I don’t think Egon needs to kill himself, it’s not that powerful of an ability. You may also want to add ‘or regains it’ sense there are a few once per game people/limited ability people.

heavy saddle
hoary prismBOT
#

Gave +1 Thanks to @rotund bluff (current: #1974 - 4)

#

Gave +1 Thanks to @unique sigil (current: #2165 - 3)